Babylon.js README

The project's README from github.com/BabylonJS/Babylon.js. As one markdown file: README.md.

Babylon.js

Getting started? Play directly with the Babylon.js API using our playground. It also contains a lot of samples to learn how to use it.

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Any questions? Here is our official forum.

CDN

⚠️ WARNING: The CDN should not be used in production environments. The purpose of our CDN is to serve Babylon packages to users learning how to use the platform or running small experiments. Once you've built an application and are ready to share it with the world at large, you should serve all packages from your own CDN.

For the preview release, use the following URLs:

A list of additional references can be found here.

npm

BabylonJS and its modules are published on npm with full typing support. To install, use:

npm install babylonjs --save

alternatively, you can now rely on our ES6 packages. Using the ES6 version will allow tree shaking among other bundling benefits.

This will allow you to import BabylonJS entirely using:

import * as BABYLON from 'babylonjs';

or individual classes using:

import { Scene, Engine } from 'babylonjs';

If using TypeScript, don't forget to add 'babylonjs' to 'types' in tsconfig.json:

    ...
    "types": [
        "babylonjs",
        "anotherAwesomeDependency"
    ],
    ...

To add a module, install the respective package. A list of extra packages and their installation instructions can be found on the babylonjs user on npm.

Usage

See Getting Started:

// Get the canvas DOM element
var canvas = document.getElementById('renderCanvas');
// Load the 3D engine
var engine = new BABYLON.Engine(canvas, true, {preserveDrawingBuffer: true, stencil: true});
// CreateScene function that creates and return the scene
var createScene = function(){
    // Create a basic BJS Scene object
    var scene = new BABYLON.Scene(engine);
    // Create a FreeCamera, and set its position to {x: 0, y: 5, z: -10}
    var camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5, -10), scene);
    // Target the camera to scene origin
    camera.setTarget(BABYLON.Vector3.Zero());
    // Attach the camera to the canvas
    camera.attachControl(canvas, false);
    // Create a basic light, aiming 0, 1, 0 - meaning, to the sky
    var light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0, 1, 0), scene);
    // Create a built-in "sphere" shape using the SphereBuilder
    var sphere = BABYLON.MeshBuilder.CreateSphere('sphere1', {segments: 16, diameter: 2, sideOrientation: BABYLON.Mesh.FRONTSIDE}, scene);
    // Move the sphere upward 1/2 of its height
    sphere.position.y = 1;
    // Create a built-in "ground" shape;
    var ground = BABYLON.MeshBuilder.CreateGround("ground1", { width: 6, height: 6, subdivisions: 2, updatable: false }, scene);
    // Return the created scene
    return scene;
}
// call the createScene function
var scene = createScene();
// run the render loop
engine.runRenderLoop(function(){
    scene.render();
});
// the canvas/window resize event handler
window.addEventListener('resize', function(){
    engine.resize();
});

Contributing

If you want to contribute, please read our contribution guidelines first.

Documentation

Features

To get a complete list of supported features, please visit our website.

Babylon.js (BabylonJS/Babylon.js)

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What is this?Babylon.js is an open 3D game and rendering engine packed into a friendly JavaScript framework: you build scenes in TypeScript or JavaScript and render them in the browser.
Is it a framework I pull into my code, or a standalone app?A code library and framework: you install packages from npm and import the engine into your JavaScript or TypeScript project. ES6 packages with tree shaking let you import everything or just the classes you need.
How do I add it to a project?Install the packages published under the babylonjs user on npm and import them in your code. In TypeScript, add 'babylonjs' to 'types' in tsconfig.json; for pure experiments there is the online playground.
What do I need on my machine to run it?Nothing but a modern browser — everything renders client-side, no server or backend required. Only building the engine's own source needs a pinned toolchain: Node 20.19+/22.13+/24 and npm 11.18+.
Is the CDN a safe way to load it in production?No — the README explicitly warns the CDN is meant for learning and small experiments only. For a real application you should serve the packages from your own CDN or bundle the ES6 packages yourself.
Where does it run — browser only, or native apps too?It is browser-based: rendering goes through WebGL, WebGL2 or WebGPU, with WebXR/WebVR for headsets and WebAudio for sound. It runs wherever a modern browser runs; no native build is shipped.
Can I try it without installing anything?Yes. The online playground has lots of samples for learning the API, the online sandbox tests your .babylon and glTF scenes with a simple drag'n'drop, and an online tool helps you create GLSL shaders.
Can I import models from Blender, 3ds Max or Maya?Yes — dedicated exporters generate .babylon files from 3DS Max, Maya and Blender. A Unity 5 exporter also exists but is deprecated, and the KhronosGroup glTF tools cover the glTF workflow.
Creator
BabylonJS
Size
1.4 GB
Stars
26.2K
Age
13y
Commits · 90 Days